The Video Game Critic's
Wii Reviews A-F

Last modified 2008/11/19. Screen shots courtesy of IGN.com.

The Video Game Critic rates games in comparison to other games for the same system.
The overriding criteria is how fun the game is to play, although control, graphics, and sound are also taken into account.

Bigs, The
Grade: D-
Publisher: 2K Sports (2007)
Reviewed: 2007/7/22
Rating: Everyone

This arcade-style baseball title feels like an Xbox 360 port with motion controls awkwardly "grafted" on top of it. Consequentially, the Bigs for the Wii may be the least intuitive baseball game ever conceived. If there's any doubt, just have a few friends who've never played the game before attempt the tutorial mode. Watch the hilarity ensue as they flail their arms in frustration, resorting to crazy "back-scratching" and "pancake flipping" movements in their desperate attempts to grasp the controls. I actually had tears running down my face! Yeah, The Bigs for the Wii is a real trainwreck. To pitch, you hold the Wi-mote in a neutral position, and then drop it down while contorting your wrist in an unnatural manner. Oh yeah, that's how people throw in real life! Swinging the bat uses a more natural motion, but with the nun-chuck attached it's very awkward. In addition, there's a noticeable lag you need to compensate for, and you can't check your swing! Even when you get the hang of pitching and hitting, the fielding is atrocious. Infielders let balls roll right by, and outfielders slide in the grass for no discernable reason. Throwing the ball between bases is the worst of all. The manual says to flick the controller towards the base, but it might as well say "Good luck, you [expletive] bastard!" Thank God there's a secret, undocumented way of throwing the ball - just press the directional pad! Knowing this tidbit of information makes the game immensely more playable. As bad as the controls are, the Bigs has its share of amusing moments. Using a power-up causes the entire screen to turn blue, prompting my friend Jonathan to inquire, "When did the Predator become a catcher?!" When both teams use power-ups at once, a "duel mode" kicks in, zooming in on the eyes of the batter and pitcher in an unintentionally hilarious manner. But the ultimate highlight of the game is its home-plate collisions, during which both players perform drum-roll motions to give their player the upper hand (that makes sense!). The graphics are modest at best. The stadiums look jaggy, and the non-blinking, expressionless players look like zombies. Once we grasped the controls, my friend Steve and I had some fun with The Bigs, but I don't know if it had more to do with the gameplay or the sheer absurdity of it all. There's a fun, arcade-style game buried here somewhere, but good luck finding it under the smoldering mass of misguided controls and last-generation graphics. © Copyright 2007 The Video Game Critic.
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1 or 2 players 

BlastWorks: Build, Trade, Destroy
Grade: D
Publisher: Majesco (2008)
Reviewed: 2008/8/15
Rating: Everyone

Its minimal graphics and 2D gameplay may hint at old-school goodness, but BlastWorks is not very good. At the start, you control a biplane unleashing an unending stream of square missiles. Moving up and down has a "spraying" effect, allowing you to hit targets you're not lined up with. But what really makes BlastWorks unique is how defeated enemies go spinning into the air and tend to latch onto your ship. Once attached, they behave like both shields and secondary cannons. It doesn't take long to transform your modest plane into a mechanical monstrosity that takes up the whole screen! In that form, you'll be firing missiles every which way, but you can't avoid objects entering from the right. It's a shame the camera doesn't zoom out at this point. What ends up happening is that pieces continuously break off as new ones latch on. It's pretty cool at first, but once the novelty wears off, you're left with little strategy and plenty of chaos. Be sure to crank up the difficulty to at least "pilot" (if not "ace") or you'll find yourself racking up 17 extra ships on top of your six continues! As you might imagine, the two-player simultaneous mode is crazy, since you can't tell where one player begins and the other ends! Despite its novel premise, the visuals are terribly bland. Not only does the game toss the same old enemies at you over and over again, but the landscapes are incredibly uninspired - almost barren. Apparently the developers put more effort into the editors that let you design your own ships and stages, but I really don't see the point. Hollow and unfulfilling, BlastWorks is less of a blast and more of a bust. © Copyright 2008 The Video Game Critic.
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1 or 2 players 

Boom Blox
Grade: A-
Publisher: Electronic Arts (2008)
Reviewed: 2008/8/15
Rating: Everyone

This innovative title was designed by Steven Spielberg, and I have to admit it's absolutely ingenious. Boom Blox is best described in three words: "Jenga in reverse". Each screen consists of one or more structures composed of blocks. But instead of gently removing blocks, you toss balls at the structure in an attempt to knock away blocks, or better yet, destabilize the whole pile. Especially if you're a guy, the idea of knocking down large stacks of anything has a certain primeval appeal - it's the essence of fun! Boom Blox sidesteps being judged on its graphics by adopting a simplistic, cartoonish style. To throw, you lock onto your target (via the pointer), and then hurl the ball with a throwing motion. Spicing up the action are special blocks that can explode, vanish, or set off chain reactions. There are dozens of intriguing game variations, including some with point values printed on the side of each block. Boom Blox is absolutely gangbusters when played against one or more friends. As you take turns targeting the teetering structure, there's a sense of excitement, strategy, and anticipation. The suspense really builds as you hope the player before you doesn't notice the devastating shot you've lined up in your mind. You may have a sore arm the next day, but you'll still want a rematch. My friends gave Boom Blox a solid "A" for the multiplayer action, but I found the single player modes less compelling. These offer a more puzzle-oriented experience as you try to take down structures in the fewest possible throws. It's only mildly addicting, and the "goodies" you unlock are mainly just items for use in the "create mode". The create mode is a powerful editor that lets you construct your own stages, but most gamers will only tinker with it briefly. Solo play doesn't do this game justice, but if you have one or more friends on hand, Boom Blox may be the ultimate Wii experience. © Copyright 2008 The Video Game Critic.
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1 to 4 players 

Bully Scholarship Edition
Grade: B-
Publisher: Rockstar (2008)
Reviewed: 2008/3/24
Rating: Teen

After playing the Xbox 360 version of Bully Scholarship Edition, this Wii version was exactly what I expected with its downgraded graphics but interesting use of motion controls. If you can imagine a Grand Theft Auto game within the confines of a high school environment, you'll know what to expect from Bully. Assuming the role of "the new kid", you freely explore a private campus while accepting "missions" and attending classes. You'll play pranks, escort nerds to their lockers, steal papers from teachers' desks, humiliate the bullies, and kiss the girls. The classes assume the form of surprisingly enjoyable mini-games, including word puzzles (English), rhythm games (Music), and a frog dissection that makes good use the Wii pointer (Biology). The motion controls also come in handy for aiming a slingshot or shaking loose from a disciplinarian. The Wii-mote and nun-chuck are used to punch with each hand, but the loose controls can be a liability when you're required to execute well-timed combinations. Bully's graphics appear to be about Xbox quality. The people look chunkier than the smooth 360 models, and lousy shadowing makes the lead character look like he has a bloody nose. The environments are still fascinating however, although "fog" tends to obscure buildings in the distance. Does the graphic degradation hurt the gameplay? A little bit, especially considering how much time you spend simply exploring the sprawling campus. Bully's storyline is conveyed via excellent cut-scenes that incorporate realistic high school humor with excellent voice acting. Likewise the playful music perfectly matches the juvenile tone of the game. Bully has a ton of brief load screens, but these aren't nearly as colorful as those on the 360, and I've never heard my Wii thrash so much. The two-player mini-games might seem like an afterthought, but if you give them a chance you'll have a ball! At its core, Bully is just as playable on the Wii, but I'd have to give a slight edge to the 360 version for aesthetic reasons. © Copyright 2008 The Video Game Critic.
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1 or 2 players 

Carnival Games
Grade: B
Publisher: GS Software (2007)
Reviewed: 2007/9/14
Rating: Everyone

The Wii needs mini-games like Sony needs bad press, but it's hard to dislike Carnival Games. I was expecting a collection of generic target shooters, but these are faithful recreations of authentic carnival games! Many bring back fond childhood memories of the boardwalk in Ocean City, Maryland. There are 25 games available from the start, and many more that can be unlocked. Most are simple and fun, incorporating natural motion controls and realistic physics (too real if you ask my friend Scott!). The best of the bunch are Alley Ball (aka Skeet Ball), Hoops (basketball), Ka-pow (throw at clown faces), Frog Leap, Balloon Darts, Nerves of Steel, Shooting Gallery, Horse Race, Hole In One, and Shoot for the Stars (BB gun!). The motion controls in Balloon Darts and Nerves of Steel are remarkably sensitive and precise. Less fun are the games that require you to shake the controller to power up some kind of gauge - that's too much work! Games that fall into this category are Test Your Strength, Clown Splash, and Bowler Coaster. Dunk tank and spilled milk are a bit too simplistic, and I wish the football-throwing games used real throwing motions. Collection Plate, Ring Toss, and Lucky Cups depend more on luck than skill, but even these are fun when taken in small doses. The "competition mode" lets up to four people compete in five random games, several of which offer split-screen action. Even the single-player mode is engaging thanks to the innovative "prize" system that lets you "trade up" your winnings to unlock new games and other surprises. No game takes more than a minute or two to play, but if you play the entire circuit, it's easy to spend and hour or more playing Carnival Games. Don't expect much from the graphics and audio though. The "barkers" running each game have non-moving lips, and the scenery lacks detail. The audio is equally sparse, limited to traditional carnival music and quips from bystanders. One thing that I don't understand is why you're required to create your own little character from the start instead of using your Mii. Isn't that the whole purpose of the Mii system?? Even so, Carnival Games is a pleasant surprise which should appeal to gamers of all ages. © Copyright 2007 The Video Game Critic.
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1 to 4 players 

 Carnival Games Mini Golf
Grade: D
Publisher: Take-Two Interactive (2008)
Reviewed: 2008/11/19
Rating: Everyone

A few months ago I reviewed a mediocre game called Summer Sports: Paradise Island. Although marred by poor controls, Summer Sports featured elaborate mini-golf holes which I thought would be a great premise for a full-blown game. I was pleasantly surprised to discover Carnival Games Mini Golf, especially since I enjoyed the original Carnival Games so much. Unfortunately, this project was badly mishandled. Instead of a straightforward game of miniature golf with a variety of fun courses, Mini Golf goes off the deep end with annoying gimmicks. There are great themes like pirates, the wild west, the Amazon jungle, and a fairy tale land, but each area only has three holes! Worse yet, two of those holes are trick holes designed to be made in a single shot! Even the one "normal" hole in each area is extremely automated, so the ball is frequently transported via a bunch of bizarre contraptions. You're often required to play mediocre mini-games that include guiding a pterodactyl through a volcano, catching eggs in a basket, or firing a cannon at pirate ships. This is supposed to be golf, right? The mini-games make good use of motion controls but run too long and aren't much fun. Even Mini Golf's putting controls are marginal. Although you swing the controller as you would an actual putter, gauging your strength is hard. The audio track features that annoying "barker" from the original Carnival Games, and he comments on every shot whether it's warranted or not. Carnival Games Mini Golf held my attention for a while, but only because I was determined to unlock the Spook-A-Rama location. But once you unlock everything there's little replay value, and competing against friends is just a miserable experience. Had Mini Golf offered traditional 18-hole mini-golf courses, this would have been a slam-dunk best seller. Take-Two really missed the boat with this one. © Copyright 2008 The Video Game Critic.
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1 to 4 players 

Castle of Shikigami III
Grade: C
Publisher: Aksys (2008)
Reviewed: 2008/6/14
Rating: Teen (mild fantasy violence, mild language, sexual themes, use of alcohol and tobacco)

I tend to enjoy crazy 2D shooters like this, but Castle of Shikigami III (CS3) may be too over-the-top for casual gamers. If you've never played a Shikigami game before, this one won't make any sense. If you have played one, it won't make sense either, but at least you'll be expecting it not to make sense. Does that make any sense? You can download classic 2D shooters that are far better, but it's still nice to have an off-line option like this. Having played the last two Shikigami games on my PS2, I was mentally prepared for its boss-centric stages, goofy intermissions, and projectile overkill. I find it amusing when critics describe CS3's dialogue as "insane", because it's downright sensible compared to the previous games! When a boss asks "Wait a minute, isn't this the one-player mode? Why are there two of you here?" - hey, at least it's in proper English! The gameplay is unchanged from previous games, but since nobody played those, I'll describe it. You guide a flying person around the lower part of a narrow screen, firing at enemies that emerge from the top and unleash barrages of missiles. You can tap the fire button to engage your cannon, or hold it in to initiate a more concentrated special attack (at the cost of slower movement). Bombs are also available in limited supply. The game's trademark "tension system" increases your firepower when you narrowly miss getting hit, effectively making the crazy parts of the game even crazier. As a mindless shooter, the game is fun, and since there's no motion control, you can hold the controller "NES style". I like how two players can blast away at once, sharing a combined score. The background graphics depict scenic canyons and castles, but there's nothing here that will turn any heads. It's a shame there's no stage select, because I got tired of working my way through the same stages and bosses. Your adversaries tend to be floating mechanical contraptions (are those trash cans?), and bosses tend to be humans with shields who like to engage in preposterous conversations. Each of the eleven playable characters has a unique set of imaginative weapons. The game records high scores, but only if you set your auto-save to "on" and don't use a continue. The high scores are organized by character and weapon, but I would have preferred a single table. Also, without so much space on the screen, couldn't they keep the high score up there while you're playing? Castle of Shikigami 3 is decent option if you're in the mood for some twitch shooting action, but I'd prefer to see a more "back to the basics" 2D shooting title for the Wii. © Copyright 2008 The Video Game Critic.
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1 or 2 players 

Code Lyoko: Quest For Infinity
Grade: D+
Publisher: Game Factory (2007)
Reviewed: 2007/12/23
Rating: Everyone

Code Lyoko is a French animated television series about four kids who embark on "virtual" adventures via a super computer. It's like a kid version of the Matrix, but much lighter. I had never even heard of the show before playing this game, but it didn't take me long to become comfortable with the premise and characters. Code Lyoko is mainly a platform shooter set in a series of blocky environments. You can toggle between four characters using the directional pad, and each has unique abilities required to solve puzzles and defeat foes. The cat-like Odd is an agile dude with the ability to climb. Yumi can target multiple foes at a time with her awesome fan weapon. Aelita can fly, and Ulrich wields a powerful sword. Unimpressive enemies materialize out of nowhere including a hodgepodge of crab, block, and insect-like monsters. You can "aim" your shots by pointing at the screen, and this would have been a notable feature if Mario Galaxy hadn't already stolen its thunder. You shake the Wi-mote to swing Ulrich's sword, but other motion-based moves, like wall jumping, are more confusing than intuitive. There's apparently no camera control, which is aggravating when something is shooting at you from off the screen. Code Lyoko's stages have a lot of generic floating platforms, but at least the jumping controls are responsive and forgiving. The puzzles tend to adopt the basic "shoot the target to open a portal" formula. Lyoko's difficulty is on the easy side, and most stages are short. Breaking up the monotony are flying stages that let you lock onto enemy aircraft with your missiles. Lyoko's cut-scenes are brief and seamlessly integrated with the action. My main beef with the game is its sparse, blocky environments. Although some have a pleasant surreal quality, they ultimately prove to be boring and monotonous - especially when you need to return to a previously completed stage! The bleak electronic soundtrack does however fit right in with the sterile visuals. Code Lyoko tosses around a heck of a lot of technical jargon like sectors, encrypted files, coordinates, and super-calculators. Are kids really into this stuff? Overall Code Lyoko is playable but rarely compelling and ultimately forgettable. If you're a fan of the series however, feel free to bump up the grade by one letter. © Copyright 2007 The Video Game Critic.
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1 player 

Endless Ocean
Grade: D
Publisher: Nintendo (2008)
Reviewed: 2008/8/5
Rating: Everyone

I think I just discovered the perfect game for old people! Endless Ocean is slow and plodding, with no elements of challenge or danger. As a bonus, the game features a lot of tranquil songs that would make Celine Dion proud. I can understand why Nintendo would want to offer a gentle, educational title for the Wii, but did they really have to make it so boring? As a fan of undersea documentaries, I was totally psyched up for some deep-sea exploration, but Endless Ocean feels entirely too scripted. You play a diver on a boat in the South Pacific, accompanied by a very unattractive woman scientist. I find it a little ironic how this woman yammers away about "loving the outdoors" and "never wanting to work in an office", yet the first thing she tells you to do is go into the cabin to check your email! Email?! I bought this game to experience the magic of the sea, not to weed through newsletters and spam! Ugh! And that's not the only contradiction in this game. The title would seem to imply boundless exploration possibilities, yet the dive areas are quite constrained and your activities seem regimented. Expect to see this message a lot: "You're leaving the target dive area. You must go back". The underwater graphics are semi-realistic, but not impressive. Instead of expansive true-to-life environments, you get a lot of artificial gorges that lead you by the nose to your next objective. Educational details are provided about fish you discover, but only if you feed them or fondle them repeatedly. Beautiful, serene music plays throughout the game, making it feel surreal at times. Staying awake can be a problem though. Occasionally you'll encounter something interesting like a whale or hammerhead shark, but when I tried to harass the shark, he completely ignored me! Where's the realism!? I just wanted to be eaten alive - is that asking too much?! Since you can't be devoured by sharks, Endless Ocean is a colossal waste of time. Did I learn anything? Only that the ocean is very small, and sharks are not dangerous. © Copyright 2008 The Video Game Critic.
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1 player 

Excite Truck
Grade: A-
Publisher: Nintendo (2006)
Reviewed: 2007/5/12
Rating: Everyone

It would be difficult to find a more entertaining off-road racer than Excite Truck. Motor Storm (Playstation 3, 2007) comes to mind, but while that game looks substantially better than Excite Truck, when it comes to fun, there is no comparison. Easy to play and visually over-the-top, Excite Truck races are blindingly fast with a half-way-out-of-control flavor that's quite thrilling. There are plenty of natural ramps, and the degree of "air" you can catch is unprecedented. One remarkable feature is the ability of certain icons to reshape the geography, morphing low roads into rivers, and hills into mountains. It looks absolutely stunning, especially the first time you witness it. Steering is performed by tilting the controller, which feels surprisingly natural once you get the hang of it. The directional pad is used to activate your turbo boost, and using too much at a time will overheat your engine. You'll want to use your turbo sparingly, except when in water, where your car can't overheat! You also earn stars in each race by executing power slides, catching big air, flying through rings, and other stunts. Excite Truck's graphics are modest - even pixelated at times - but the smooth frame rate and the impressive distance you can see ahead (especially when high in the air) makes the lack of detail practically irrelevant. Unlike Motor Storm, the load times are brief and the races are reasonably short. The single player mode rewards you with a steady stream of unlockables, and the split-screen is fantastic, even without the option of CPU opponents. In terms of audio, I opted to turn down the frenetic guitar music, but it certainly fits with the spirit of the game. Living up to its name, Excite Truck is easy to pick up but hard to put down. For new Wii owners this is pretty much a "must have". © Copyright 2007 The Video Game Critic.
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1 or 2 players 

Fantastic 4: Rise of the Silver Surfer
Grade: F
Publisher: Take-Two Interactive (2007)
Reviewed: 2007/7/22
Rating: Teen (fantasy violence)

My experience playing Fantastic 4 with a group of friends was one I'll not soon forget. It captured such a wide range of human emotion, including excitement, apprehension, disenchantment, denial, frustration, anger, disgust, dejection, misery, and finally euphoria (when I took the damn thing out). The graphics look rough compared to the PS3 and Xbox 360 versions, but since the Wii is all about gameplay, who cares about the graphics, right? Fantastic 4's brief tutorial explains how to add "oomph" to your attacks by swinging the controllers downward, executing drum-rolls, or crossing them over. I like how the game doesn't depend on the motion controls, but they still play a key role. Once thrust into the generic cave environments of the first stage, my friends and I proceeded to beat the living crap out of gangs of purple aliens and generic machines lining each wall. There's a lot of action on the screen, but it's hard to tell what's going on amid the button-pounding chaos, and the frame rate is terribly erratic. The endless rooms and corridors all look the same, and the missions are as repetitive as they are mindless ("destroy four more reactors"). Fast forward about 45 minutes, and guess what we're doing? That's right, we're still busting up the same machines and beating the crap out of regenerating purple goons. At one point even the Invisible Woman in the game bellyaches about having to destroy yet another reactor! I kept assuring my friends that the boss was "right around the next corner", but that was just wishful thinking. The stage just kept going, inflicting upon us a degree of monotony we had not known. When my friend Scott advised "Dave, your energy is almost gone", my subdued response was "I don't care if I live or die." Fantastic 4 is bad on so many levels. At certain points it's necessary for the Invisible Woman to use an energy ball to destroy a target that's barely even visible on the far edge of the screen! As you accumulate new motion-controlled attacks, there's no way you can remember them all. You're forced to sit through some painfully cheesy dialogue. Does Fantastic 4 have anything going for it? "I like the loading screen," chimed in my friend Scott. "Only because it means we're not playing the game!" Jonathan countered. Before leaving my house, Scott actually offered to send this game back to the publisher for me (overnight express no less) just to ensure he would never be asked to play it again. © Copyright 2007 The Video Game Critic.
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1 to 4 players 


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